• Title/Summary/Keyword: 무빙

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Correcting 3D camera tracking data for video composition (정교한 매치무비를 위한 3D 카메라 트래킹 기법에 관한 연구)

  • Lee, Jun-Sang;Lee, Imgeun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.105-106
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    • 2012
  • 일반적으로 CG 합성이라 하면 '자연스러운' 것을 잘된 CG영상이라고 한다. 이 때 촬영된 영상이 정지화면 일 수 만은 없다. 카메라가 움직이는 영상에서는 CG합성도 실사카메라 무빙에 맞게 정확한 정합이 되어야 자연스러운 영상이 된다. 이를 위해 합성단계에서 작업할 때 3D 카메라 트래킹 기술이 필요하다. 카메라트래킹은 촬영된 실사영상만으로 카메라의 3차원 이동정보와 광학적 파라미터 등 촬영시의 3차원 공간을 복원하는 과정을 포함하고 있다. 이 과정에서 카메라 트래킹에 대한 오류의 발생으로 실사와 CG의 합성에 대한 생산성에 많은 문제점을 가지고 있다. 본 논문에서는 이러한 문제를 해결하기 위하여 소프트웨어에서 트래킹데이터를 보정하는 방법을 제안한다.

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A Study on Motion Graphics according to Memphis Style Moving Poster Types (멤피스 스타일 무빙 포스터 유형에 따른 모션그래픽에 관한 연구)

  • Wu, Yueying;Lee, Chang-keun
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.519-527
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    • 2022
  • With the development of the digital age, the moving poster shows the possibility of development and update. In this study, by analyzing the characteristics and types of moving posters, we studied the elements of motion graphic movement of moving posters. Through this specific case, we analyzed the characteristics of moving posters expressed in Memphis style to explore their strengths and applicability. In the current situation where the popularity of moving posters is increasing, it is good to develop and utilize the study of Memphis moving posters.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Random Forest Method and Simulation-based Effect Analysis for Real-time Target Re-designation in Missile Flight (유도탄의 실시간 표적 재지정을 위한 랜덤 포레스트 기법과 시뮬레이션 기반 효과 분석)

  • Lee, Han-Kang;Jang, Jae-Yeon;Ahn, Jae-Min;Kim, Chang-Ouk
    • Journal of the Korea Society for Simulation
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    • v.27 no.2
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    • pp.35-48
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    • 2018
  • The study of air defense against North Korean tactical ballistic missiles (TBM) should consider the rapidly changing battlefield environment. The study for target re-designation for intercept missiles enables effective operation of friendly defensive assets as well as responses to dynamic battlefield. The researches that have been conducted so far do not represent real-time dynamic battlefield situation because the hit probability for the TBM, which plays an important role in the decision making process, is fixed. Therefore, this study proposes a target re-designation algorithm that makes decision based on hit probability which considers real-time field environment. The proposed method contains a trajectory prediction model that predicts the expected trajectory of the TBM from the current position and velocity information by using random forest and moving window. The predicted hit probability can be calculated through the trajectory prediction model and the simulator of the intercept missile, and the calculated hit probability becomes the decision criterion of the target re-designation algorithm for the missile. In the experiment, the validity of the methodology used in the TBM trajectory prediction model was verified and the superiority of using the hit probability through the proposed model in the target re-designation decision making process was validated.

Design Optimization of Over-slam Bumper for Moving Part Over-travel (무빙부품의 과다 닫힘 방지를 위한 오버슬램 범퍼 최적설계)

  • Choi, Yeonwook;Ki, Wonyong;Lee, Jonghyun;Heo, Seung-Jin;Rhie, Chulhong
    • Transactions of the Korean Society of Automotive Engineers
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    • v.22 no.5
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    • pp.66-72
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    • 2014
  • A kinematic analysis method has been used as analysis method for dynamic behavior of moving parts of vehicle, especially hood part. Such analysis method, however, has its limitations in terms of design technology, including, over travel of hood that occurs due to lack of considerations of compliance characteristics, such as flexible components of hood's weather strip and over slam bumper. Therefore, it is necessary to develop a modeling which reflects compliance of flexible components of hood and elastic characteristics of panel for improvement of design process. In this thesis, a finite element method as mentioned earlier, is developed to represent over travel of hood. Also optimization process applying sequential approximate optimization is suggested to prevent over travel. The over travel analysis method and optimization process, which are developed through the research, would make it possible to design with high quality and credibility. Furthermore, it is expected that the time for design would be reduced and the design quality also improved.

Opening Characteristics of a Main Oxidizer Shut-off Valve (연소기 산화제 개폐밸브 개방 특성)

  • Hong, Moongeun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.11
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    • pp.989-997
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    • 2017
  • We study opening transient responses of a self-sustainable poppet valve, which is usually used for the main oxidizer shut-off valve of liquid rocket engines. In order to perform numerical analysis, a pneumatic supply system was simulated as an orifice with a diameter of 3.2 mm and the equations of motion of valve moving part were derived. For the validation of the study, a comparison of numerical predictions and experimental results has been done. As one of the practical applications of this study, the employment of an orifice in a high pneumatic pressure has been presented to control the valve opening time.

A Study on the Design and Analysis of a Voice Coil Linear Force Motor for Hydraulic Valve (밸브구동용 보이스 코일 선형 포스모터 설계와 해석 연구)

  • Park, C.S.;Huh, J.Y.
    • Journal of Drive and Control
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    • v.9 no.4
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    • pp.1-7
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    • 2012
  • The voice coil linear force motor is a kind of a direct drive motion device that uses a permanent magnetic field and coil winding to produce force. In order to design a voice coil linear force motor, an exact calculations of the required force, the flux density in air gap and the flux pathway are needed. A conventional method can be used usually to calculate the flux density in air gap, but with this method it is needed to find a magnetic circuit revision constant. In this paper a voice coil linear force motor is designed by conventional design method and analyzed by 3D simulation program "Flux". For the prototype linear force motor, the results of the calculated by conventional design method and the analyzed by 3D simulation program are compared with the test result. Finally it is showed that the magnetic circuit revision constant which is found by comparing of the analyzed and the measured data can be used for the design of the voice coil type linear force motor to minimize the trial and error.

A Study on Video Production Method using Camera Tracking Technique (카메라 트래킹 기법을 이용한 모션그래픽 활용방안 연구)

  • Lee, Junsang;Lee, Imgeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.727-728
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    • 2015
  • Nowadays many videos are created with motiongraphics which has new visual effects and technology. The technique try to find out the image models which maximally stimulate the memories to transfer new visual information. The image will be expressed various ways with combining graphics and real scene with the help of computer. With the advances of VFX, the real and graphic scenes are more naturally combined to make believe its real scene. In this paper the novel motiongraphic technique, which uses tracking data from camera, is proposed.

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Moving Brand Identity in Cyber World (Cyber World의 Moving Brand Identity에 관한 연구)

  • Whang, Chris Inkyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.65-71
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    • 2016
  • The cyber world is organically alive. It continues to evolve as humans interact with it. Real life and virtual reality are directly or indirectly connected through technology at the network terminal. Branding, in the cyber world, is created by BI(Brand Identity), using designed symbols and logotype developed with digital technology. The objective of this study is to improve the brand value of enterprises and organizations through the use of moving images to adapt to the mobile environment in this rapidly changing cyber world. First, the basic concepts of brand identity, structure, and integrated brand identity were studied. Next, case studies of overseas enterprise branding such Swisscom, HP, BBC were analyzed examining their design concepts and implementation of integrated moving brands. Finally, moving brand identity is explored, for value enhancement, in my projects in ACM SIG CHI 2015, HCI Korea 2014, Aegis Ship 'Yulgok YiYi.' with a discussion of design planning and results. This treatise will contribute to the improvement of brand strategy and design in this country.

A Study of Analysis and Comparison about Effective 'Stretch and Squash' in 3D Animation -Focusing on and - (3D 애니메이션작품에서 효율적인 스트레치와 스쿼시 적용 비교 분석에 관한 연구 -<톰과 제리(Tom and Jerry)>와 <인크레더블(The Incredibles)>을 중심으로-)

  • Kim, Yang-Soo
    • Cartoon and Animation Studies
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    • s.10
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    • pp.107-120
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    • 2006
  • The movement of characters in ceil animation is the art that gives the feeling of movement. The movement expressed naturally and well done makes the scene more dramatic and interesting. The history of 3D animation is not fully riped yet but it has shown powerful impact. The genre of 3D has come closer to us, yet it has given freshness and problems at the same time. One of the problems is the awkwardness of movement. Overplaying, stretching and squashing of character, was extremely difficult to accomplish using the prior technique of 3D so! ftware. It was not very effective so animators have avoided doing it. However, advanced technique of 3D software, so to speak, ‘stretch and squash’, overcomes the limitation of movement. The new form of character animation can be accomplished. The theme of this paper is about the analysis and comparison of ‘stretch and squash’ in cell and 3D animation.

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